Fire Emblem Gaiden

Fire Emblem Gaiden

released on Mar 14, 1992

Fire Emblem Gaiden

released on Mar 14, 1992

The Continent of Valencia is split into two territories. To the north is the Kingdom of Rigel, home to followers of the Dark God Doma. To the south is the Kingdom of Sofia, where the Earth Goddess Mila is worshipped. When Rigel invades Sofia, two heroes, Arum and Cellica, raise an army to topple Rigel and the Dark God that is backing the conflict.


Also in series

Fire Emblem: Thracia 776
Fire Emblem: Thracia 776
BS Fire Emblem: Archanea Senki-hen
BS Fire Emblem: Archanea Senki-hen
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Mystery of the Emblem
Fire Emblem: Mystery of the Emblem
Fire Emblem: Shadow Dragon and the Blade of Light
Fire Emblem: Shadow Dragon and the Blade of Light

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An incredibly flawed game, and a step back in a few areas from the previous Fire Emblem game, buoyed by just how much swag the various tools the game gives you have. If you hand the first cleric you see a shitty buckler, she'll turn into the TG Cid from Final Fantasy Tactics. Magic in this game is unbalanced to the point where it adds to the game. Like, if you're used to the most impactful magic in Fire Emblem being "movement utility balanced by limited uses" and "arcane ICBM", even if you've played SoV, you're not ready for just how balls out insane the spells are in this game. There's an equipable item (that you can just hand to anyone, it don't matter) that caps their speed and gives them five extra fucking movement. Whoever you want (that you don't want to warp) just gets to put on their Nikes.

I'm bad at these games, my brain's stupid dude. This isn't a tightly balanced SPRG that demands every resource be used to its fullest. FE: Gaiden gives a power fantasy out of the gate that other games only provide through egregious grinding. It makes the slow pace of the game much more tolerable, because you're not getting a game over in Gaiden unless you really, really fuck up. After a certain part of the game, if there's any conflict that you're worried might hurt the country bumpkins you've drafted (and class changed to whatever you want, this is a cool game), you can summon undead hordes to just bodyblock all day long. The only time I've had a unit die in this game is when I wanted to kill them off on purpose to transfer them between the two armies this game provides. You're the good guys btw.

This game (outside of the stellar soundtrack and, for the NES, pretty good plot) would suck complete ass to play if it posed any actual challenge, and there are still very tedious elements to the game, like the extra encounters/Lost Woods, etc. I'm glad it doesn't, it was a successful experiment that future games would refine, while still being an enjoyable sit for people who find walking into a terrainless field and mowing down cattle with a gaggle of Gandalfs fun. Also, Char's here. Neat!

This review contains spoilers

In many ways worse than FE1 (level design mostly), but in my opinion less of a chore to play. The world map was a great addition and added an interesting metagame element. I think an emphasis on grinding is a mistake for this kind of game because it simplifies unit progression in a bad way. Item management is much better simply because you can swap out items from between maps instead of having to waste precious time moving units around. Smaller maps are both a good and a bad thing. I liked the sprite differences between your army's units and the enemies.

I've seen people mention this as an example of a better Fire Emblem story, and for the first 3 chapters, it is. At one point Celica accuses Alm of warmongering to set himself up as king. Alm not only does not deny this, but then drops that he is looking for the Sofian princess for ominous reasons. This is placed in an interesting context with how Celica's parents met (the former Sofian king forced himself on a priestess). I almost wish they had gone a route where you had to choose between the two armys and fight against your other units at the end. But unfortunately this doesn't happen. They wrap up Alm and Celica's conflict in a rushed text box right in the final map and then Alm stabs Doma's head. An epilogue textbox warns of "mankind's arrogance causing the war" (Huh? Didn't the gods cause the war? ). Just a lot of missed opportunity with story at the end I feel.

Rudolph's plan makes absolutely no sense. Why doesn't he just use Falcion to kill Doma himself? Why did he need to have a child, send the child away, start a war, somehow know that the child would not only fight in the war and win against him, and then die to his child right as he explains any of that? The father twist is very obvious, but the way it's presented fully is half-baked.

a game this bad shouldnt have a soundtrack this good

Such a disappointment from the previous title, Gaiden took everything that made the first game good and threw it out the window, having very large tedious maps of mostly walking, enemies that either pose no threat at all, or forced grinding (depends on the difficulty you pick at the start of the game) the new item system could have been interesting, but the game lacks enough of said items to end up just being wasted potential. It gets one extra star for the music, but that's it.